/*
 * This file is part of Applied Energistics 2. Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved. Applied
 * Energistics 2 is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General
 * Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
 * later version. Applied Energistics 2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General
 * Public License for more details. You should have received a copy of the GNU Lesser General Public License along with
 * Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
 */

package appeng.entity;

import net.minecraft.entity.Entity;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public final class EntityFloatingItem extends EntityItem {

    public static int ageStatic = 0;
    private final Entity parent;
    private int superDeath = 0;
    private float progress = 0;

    public EntityFloatingItem(final Entity parent, final World world, final double x, final double y, final double z,
            final ItemStack stack) {
        super(world, x, y, z, stack);
        this.motionX = this.motionY = this.motionZ = 0.0d;
        this.hoverStart = 0.5f;
        this.rotationYaw = 0;
        this.parent = parent;
    }

    // public boolean isEntityAlive()

    @Override
    public void onUpdate() {
        if (!this.isDead && this.parent.isDead) {
            this.setDead();
        }

        if (this.superDeath > 100) {
            this.setDead();
        }
        this.superDeath++;

        this.age = ageStatic;
    }

    public void setProgress(final float progress) {
        this.progress = progress;
        if (this.progress > 0.99) {
            this.setDead();
        }
    }

    float getProgress() {
        return this.progress;
    }
}
